Daily Punch 3-31-17 Whip Master Feat for DnD 5e

Ok, one more whip idea I promise!
Whip Master

Not many people put the hours into practice that are needed to master the whip.  You have and it’s pays off.

  • When you hit a creature with a whip, you can use a bonus action to attempt a trip.   The creature must attemp a Strength saving throw (DC eqaual to 8 + your Dexterity modifier + your proficiency) or fall prone.
  • Each turn you can take an extra reaction action that can only be used to make a whip attack against an enemy that attempts to leave an engegement with you.  If you hit a target with this reaction attack, you can trigger the above trip attempt without the needing a bonus action.

Thoughts?

Daily Punch 3-30-17 Conjure Fire Whip spell for DnD 5e

Conjure Fire Whip

1st-level conjuration

Casting Time: bonus action
Range: Self
Components: S
Duration: 1 hour

You clap you hands, and when you pull them apart, you generate a whip of fire.  The whip functions as a normal whip, but it does an additional 1 fire damage on a hit.  While wealding the whip, increase your AC by 1.  This bonus stacks with other spells and effects.  If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip.  When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.

Thoughts?

Daily Punch 3-16-17 Force Ball cantrip for DnD 5e

If it’s good enough for Pathfinder, then it’s good enough for DnD!

Force Ball

evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You throw a ball of pure force at an enemy.  The ball hits unerringly, automatically hitting and dealing damage, unless the enemy is behind total cover or has a spell such as shield that blocks force spells. Choose one creature within range.  That target takes 2 force damage.

This spell’s damage increases by 2 when you reach 5th level (4), 11th level (6), and 17th level (8).

Daily Punch 3-6-17 Halfling Paragon feat for DnD 5e

Been a bit, but let’s keep rolling through the different races!

 

Halfling Paragon

You might not be the largest, but sometimes the smallest can stand the tallest!  Gain the following:

  • You are immune to fear.  Other parts of an effect that causes you to become afraid still occur, but you can no become frightened.
  • Your lucky ability triggers on a 1 and a 2.
  • You have advantage on Dexterity(acrobatics) checks.

 

Thoughts?

Daily Punch 3-1-17 Elf Paragon feat for DnD 5e

We did Dwarf, so now on to Elf!

 

Elf Paragon

You are Elven perfection personified!  Gain the following:

  • Increase the distance of your darkvision to 120 feet.
  • Before three Wisdom(perception) checks in a day, you can gain advantage.  This ability  comes back after a long rest.
  • You can increase your max Dexterity over the normal limit to 22.  This ability overrides other feats and abilities saying your maximum Dexterity is limited to 20.

 

Thoughts?

Daily Punch 2-28-17 Dwarf Paragon feat for DnD 5e

Something I missed from the old 3.5 days was the feats for each race.  Let’s bring those back!

 

Dwarf Paragon

You are what all other Dwarves think of when they think of Dwarves.  Gain the following:

  • You gain a +1 bonus to all weapon attacks using weapons mentioned in Dwarven Combat training
  • Increase the reach of your Darkvision to 120 feet
  • If you succeed on a save against a poison effect and would be dealt damage from a successful save, you are immune to that poison damage.
  • If you gain the bonus from your Stonecunning ability, you also gain advantage on the check.

 

 

Thoughts?

Daily Punch 2-27-17 Way of the Cracked Turtle Monastic Tradition for DnD 5e

I was thinking of making a monk feat, but let’s build on what we got going on with the Way of the Open Hand.

 

Way of the Cracked Turtle

Monks of the  Way of the Cracked Turtle have learned from the simple turtles around them  While slow, their steady path leads to victory.  They toughen their bodies to be the bulwark necessary to bear the brunt of the world on their shoulders.  They also learn the way to crack false armor while others bend under the weight.  It is truly turtles all the way down, for these men and women are tireless companions and will carry those around them to victory.

Crack the Shell

Starting when you choose this tradition at 3rd level, you learn how to harm those who bare false shells.  Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Constitution saving throw or you impose a penalty equal to half your proficiency bonus for one round to AC.
  • You toughen yourself and gain a bonus to AC equal to half your proficiency bonus.
  • You block its movement and prevent it from making one action this round if it fails a Wisdom saving throw.
Lessons of the Turtle

At 6th level, you training truly begins to take off as you gain a permanent bonus to AC equal to half your proficiency bonus.

Tireless

Beginning at 11th level, you can enter a special state of determination.  As a free action or reaction, you can choose to not fall unconscious.  This state will end when you die from exhaustion, failing three death saving throws if you are at zero hit points, or you end this state as a free action.  If you are magically healed while in this state, all your failed death saving throws are reset to zero.

True Lessons of the Master

At 17th level, you truly become the turtle.  Gain a swim speed equal to your land movement speed or vice versa.  You also gain an additional bonus to AC equal to half your Constitution modifier.  Furthermore, when you make an attack with your flurry of blows, you may make one more additional attack using a bite.

 

 

Thoughts?

Daily Punch 1-22-17 Grim Harvest spell for DnD 5e

Just published it for Pathfinder, so let’s publish it for DnD 5e

Grim Harvest

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of a ghoul’s heart)
Duration: Instantaneous

You condense your hatred for life through the ghoul’s heart and force it out into the world as a 20-foot radius blast centered on a creature in range.  Each creature in the sphere must make a Constitution saving throw. A target takes 6d6 necrotic  damage on a failed save, or no damage on a successful one.

The life you destroy comes back to you as you feast as a ghoul on life.  You heal damage equal to half the total damage done by this spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Daily Punch 2-20-17 Force Push spell for DnD 5e

Force Push

1st-level evocation

Casting Time:reaction

Range: 10 feet

Components: s

Duration: instantaneous 

With a flick of wrist,  you hit a target with the force of your will.  When a target enters the range of this spell, as a reaction, you can force the target to make a Dexterity saving throw.  On a failure, the target is thrown 10 feet, knocked prone, and it takes 3d6 force damage.  On a success,  the target is not moved and it only takes half damage.



Thoughts?

Daily Punch 2-14-17 Elf Friend spell for DnD 5e

How about a spell to really change your friends point of view!

 

Elf Friend

6th-level transmutation

Casting Time:1 action

Range: touch

Components: V

Duration: 1 day

The target you touch undergoes a rapid change, transforming into an elf, if it fails a Constitution saving throw. The target’s type changes to humanoid (elf), and it loses all race abilities.  However the target gains fey ancestry, trance, and keen senses.  It still has all it’s original statistics.  After 1 day, the elf changes back into its old race.  If the spell is repeated for three days, and the save is failed each time, the spell becomes permanent.